using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;

namespace Dune2k1
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Engine : Microsoft.Xna.Framework.Game
    {
        static GraphicsDeviceManager g;
        public static GraphicsDeviceManager Graphics
        {
            get { return g; }
        }

        static SpriteBatch spriteBatch;
        public static SpriteBatch Sprite
        {
            get { return spriteBatch; }
        }

        Map testmap;
        TileSet testtiles;

        public Engine()
        {
            g = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";

            g.SynchronizeWithVerticalRetrace = false;
            IsFixedTimeStep = false;
            g.ApplyChanges();
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            testtiles = new TileSet("Test");
            testtiles.LoadTileSet("BLOXBGBS.R16");
            testmap = new Map("8PLAY6.map", testtiles);

            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (Keyboard.GetState().IsKeyDown(Keys.Up))
            {
                testmap.Move(new Vector2(0, (float)gameTime.ElapsedGameTime.Milliseconds/4 + 1));
            }
            if (Keyboard.GetState().IsKeyDown(Keys.Down))
            {
                testmap.Move(new Vector2(0, -((float)gameTime.ElapsedGameTime.Milliseconds / 4 + 1)));
            }
            if (Keyboard.GetState().IsKeyDown(Keys.Left))
            {
                testmap.Move(new Vector2((float)gameTime.ElapsedGameTime.Milliseconds / 4 + 1, 0));
            }
            if (Keyboard.GetState().IsKeyDown(Keys.Right))
            {
                testmap.Move(new Vector2(-((float)gameTime.ElapsedGameTime.Milliseconds / 4 + 1), 0));
            }


            Window.Title = gameTime.ElapsedGameTime.Milliseconds.ToString();
            // TODO: Add your update logic here

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            // TODO: Add your drawing code here

            spriteBatch.Begin();
            testmap.Draw(gameTime);
            spriteBatch.End();

            base.Draw(gameTime);
        }
    }
}
